#ifndef __GL_RENDERER_H #define __GL_RENDERER_H #include "r_defs.h" #include "v_video.h" #include "vectors.h" #include "r_renderer.h" #include "gl/data/gl_matrix.h" struct particle_t; class FCanvasTexture; class FFlatVertexBuffer; class FSkyVertexBuffer; class OpenGLFrameBuffer; struct FDrawInfo; struct pspdef_t; class FShaderManager; class GLPortal; class FLightBuffer; class FSamplerManager; inline float DEG2RAD(float deg) { return deg * float(M_PI / 180.0); } inline float RAD2DEG(float deg) { return deg * float(180. / M_PI); } enum SectorRenderFlags { // This is used to avoid creating too many drawinfos SSRF_RENDERFLOOR = 1, SSRF_RENDERCEILING = 2, SSRF_RENDER3DPLANES = 4, SSRF_RENDERALL = 7, SSRF_PROCESSED = 8, SSRF_SEEN = 16, }; struct GL_IRECT { int left,top; int width,height; void Offset(int xofs,int yofs) { left+=xofs; top+=yofs; } }; class FGLRenderer { public: OpenGLFrameBuffer *framebuffer; GLPortal *mCurrentPortal; int mMirrorCount; int mPlaneMirrorCount; int mLightCount; float mCurrentFoV; AActor *mViewActor; FShaderManager *mShaderManager; FSamplerManager *mSamplerManager; int gl_spriteindex; unsigned int mFBID; FTexture *glpart2; FTexture *glpart; FTexture *mirrortexture; float mSky1Pos, mSky2Pos; FRotator mAngles; FVector2 mViewVector; FFlatVertexBuffer *mVBO; FSkyVertexBuffer *mSkyVBO; FLightBuffer *mLights; FGLRenderer(OpenGLFrameBuffer *fb); ~FGLRenderer() ; angle_t FrustumAngle(); void SetViewArea(); void ResetViewport(); void SetViewport(GL_IRECT *bounds); sector_t *RenderViewpoint (AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen); void RenderView(player_t *player); void SetViewAngle(DAngle viewangle); void SetupView(float viewx, float viewy, float viewz, DAngle viewangle, bool mirror, bool planemirror); void Initialize(); void CreateScene(); void RenderScene(int recursion); void RenderTranslucent(); void DrawScene(bool toscreen = false); void DrawBlend(sector_t * viewsector); void DrawPSprite (player_t * player,pspdef_t *psp,float sx, float sy, bool hudModelStep, int OverrideShader, bool alphatexture); void DrawPlayerSprites(sector_t * viewsector, bool hudModelStep); void DrawTargeterSprites(); void Begin2D(); void ClearBorders(); void DrawTexture(FTexture *img, DrawParms &parms); void DrawLine(int x1, int y1, int x2, int y2, int palcolor, uint32 color); void DrawPixel(int x1, int y1, int palcolor, uint32 color); void Dim(PalEntry color, float damount, int x1, int y1, int w, int h); void FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin); void Clear(int left, int top, int right, int bottom, int palcolor, uint32 color); void ProcessLowerMiniseg(seg_t *seg, sector_t * frontsector, sector_t * backsector); void ProcessSprite(AActor *thing, sector_t *sector); void ProcessParticle(particle_t *part, sector_t *sector); void ProcessSector(sector_t *fakesector); void FlushTextures(); unsigned char *GetTextureBuffer(FTexture *tex, int &w, int &h); void SetupLevel(); void SetFixedColormap (player_t *player); void WriteSavePic (player_t *player, FILE *file, int width, int height); void EndDrawScene(sector_t * viewsector); void Flush() {} void SetProjection(float fov, float ratio, float fovratio); void SetProjection(VSMatrix matrix); // raw matrix input from stereo 3d modes void SetViewMatrix(float vx, float vy, float vz, bool mirror, bool planemirror); void ProcessScene(bool toscreen = false); bool StartOffscreen(); void EndOffscreen(); void FillSimplePoly(FTexture *texture, FVector2 *points, int npoints, double originx, double originy, double scalex, double scaley, DAngle rotation, FDynamicColormap *colormap, int lightlevel); }; // Global functions. Make them members of GLRenderer later? void gl_RenderBSPNode (void *node); bool gl_CheckClip(side_t * sidedef, sector_t * frontsector, sector_t * backsector); void gl_CheckViewArea(vertex_t *v1, vertex_t *v2, sector_t *frontsector, sector_t *backsector); typedef enum { area_normal, area_below, area_above, area_default } area_t; extern area_t in_area; sector_t * gl_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool back); inline sector_t * gl_FakeFlat(sector_t * sec, sector_t * dest, bool back) { return gl_FakeFlat(sec, dest, in_area, back); } struct TexFilter_s { int minfilter; int magfilter; bool mipmapping; } ; extern FGLRenderer *GLRenderer; #endif